Jack Shen-Kuen Chang
Current Organizations / Institutes
The organizations/institutes from the scholar's latest article
Previous Organizations / Institutes
The organizations / institutes from the scholar's other articles in the past ten years
Research Subjects
Jack Shen-Kuen Chang has a total of 26 co-authors. Here are the top co-authors by number of shared publications:
- Ali Mazalek
Synaesthetic Media Lab, Toronto Metropolitan University, Toronto, Ontario, Canada
2 shared publications - Michael Andreas Nitsche
Department of Psychology and Neurosciences, Leibniz Research Centre for Working Environment and Human Factors, Dortmund, Germany
2 shared publications - Timothy N. Welsh
Faculty of Kinesiology and Physical Education, University of Toronto, Toronto, Canada
2 shared publications - Alexander Klippel
Wageningen University and Research
1 shared publication Alison F. Doucette
Ryerson University, Toronto, ON, Canada
1 shared publicationChen-Hsun Weng
National Cheng Kung University
1 shared publication
Latest Publications
- 29 January 2026
- Published by Springer Nature
- p. 313-328
An Exploratory Study on Designing Smart Intersections for Older Adults’ Road Crossing in a Super-Aged Society
- 29 January 2026
- Published by Springer Nature
- p. 313-328
An Exploratory Study on Designing Smart Intersections for Older Adults’ Road Crossing in a Super-Aged Society
- 1 June 2024
- Published by Springer Nature
- p. 151-167
Designing Autonomous Vehicle Interactions for a Super-Aged Society: A Formative Study
- 1 June 2024
- Published by Springer Nature
- p. 151-167
Designing Autonomous Vehicle Interactions for a Super-Aged Society: A Formative Study
- 4 May 2022
- Published by Taylor & Francis in Journal of Biological Education
- Vol. 58 (2) , 406-429
Place-based education through immersive virtual experiences — preparing biology students for the field
Virtual field trips are transforming education in biology and other place-based disciplines – and not just since Covid-19 has imposed social distancing constraints. Efficient methods for content creation, combined with affordable immersive technology, provide the opportunity to integrate immersive experiences into ever-larger classes. However, many aspects of how immersive experiences can enrich and improve learning in place-based education are still not well understood. We present an empirical study, conducted in a large undergraduate ecology class, comparing students, that experienced an immersive virtual version of a field trip to a biological preserve as preparation for a later actual field trip to the site, with a control group that visited the real site but without having had the virtual experience. Within the virtual experience group, we also varied the quality of the headset. The VR field trip was well received for raising spatial awareness and also motivation and interest. Students ranked it higher than any traditional means with regard to achieving a high level of preparedness for the actual field trip. In contrast, no statistically significant evidence was found for differences in perceived learning outcome and enjoyment of the actual field trip.
- 4 May 2022
- Published by Taylor & Francis in Journal of Biological Education
- Vol. 58 (2) , 406-429
Place-based education through immersive virtual experiences — preparing biology students for the field
Virtual field trips are transforming education in biology and other place-based disciplines – and not just since Covid-19 has imposed social distancing constraints. Efficient methods for content creation, combined with affordable immersive technology, provide the opportunity to integrate immersive experiences into ever-larger classes. However, many aspects of how immersive experiences can enrich and improve learning in place-based education are still not well understood. We present an empirical study, conducted in a large undergraduate ecology class, comparing students, that experienced an immersive virtual version of a field trip to a biological preserve as preparation for a later actual field trip to the site, with a control group that visited the real site but without having had the virtual experience. Within the virtual experience group, we also varied the quality of the headset. The VR field trip was well received for raising spatial awareness and also motivation and interest. Students ranked it higher than any traditional means with regard to achieving a high level of preparedness for the actual field trip. In contrast, no statistically significant evidence was found for differences in perceived learning outcome and enjoyment of the actual field trip.
- Open Access
- 20 April 2018
- Published by Association for Computing Machinery (ACM)
- p. 1-4
A Tangible VR Game Designed for Spatial Penetrative Thinking Ability
- 20 April 2018
- Published by Association for Computing Machinery (ACM)
- p. 1-4
Open AccessA Tangible VR Game Designed for Spatial Penetrative Thinking Ability
- Open Access
- 7 December 2016
- Published by Springer Nature in Cognitive Research: Principles and Implications
- Vol. 1 (1) , 1-15
Design of embodied interfaces for engaging spatial cognition
Aspects of spatial cognition, specifically spatial skills, are strongly correlated with interest and success in STEM courses and STEM-related professions. Because growth in STEM-related industries is expected to continue for the foreseeable future, it is important to develop evidence-based and theoretically grounded methods and interventions that can help train relevant spatial skills. In this article, we discuss research showing that aspects of spatial cognition are embodied and how these findings and theoretical developments can be used to influence the design of tangible and embodied interfaces (TEIs). TEIs seek to bring interaction with digital content off the screen and into the physical environment. By incorporating physical movement and tangible feedback in digital systems, TEIs can leverage the relationship between the body and spatial cognition to engage, support, or improve spatial skills. We use this knowledge to define a design space for TEIs that engage spatial cognition and illustrate how TEIs that are designed and evaluated from a spatial cognition perspective can expand the design space in ways that contribute to the fields of cognitive science and human computer interaction.
- 7 December 2016
- Published by Springer Nature in Cognitive Research: Principles and Implications
- Vol. 1 (1) , 1-15
Open AccessDesign of embodied interfaces for engaging spatial cognition
Aspects of spatial cognition, specifically spatial skills, are strongly correlated with interest and success in STEM courses and STEM-related professions. Because growth in STEM-related industries is expected to continue for the foreseeable future, it is important to develop evidence-based and theoretically grounded methods and interventions that can help train relevant spatial skills. In this article, we discuss research showing that aspects of spatial cognition are embodied and how these findings and theoretical developments can be used to influence the design of tangible and embodied interfaces (TEIs). TEIs seek to bring interaction with digital content off the screen and into the physical environment. By incorporating physical movement and tangible feedback in digital systems, TEIs can leverage the relationship between the body and spatial cognition to engage, support, or improve spatial skills. We use this knowledge to define a design space for TEIs that engage spatial cognition and illustrate how TEIs that are designed and evaluated from a spatial cognition perspective can expand the design space in ways that contribute to the fields of cognitive science and human computer interaction.